1 | /* |
2 | * Copyright (c) 2006-2009 Erin Catto http://www.box2d.org |
3 | * |
4 | * This software is provided 'as-is', without any express or implied |
5 | * warranty. In no event will the authors be held liable for any damages |
6 | * arising from the use of this software. |
7 | * Permission is granted to anyone to use this software for any purpose, |
8 | * including commercial applications, and to alter it and redistribute it |
9 | * freely, subject to the following restrictions: |
10 | * 1. The origin of this software must not be misrepresented; you must not |
11 | * claim that you wrote the original software. If you use this software |
12 | * in a product, an acknowledgment in the product documentation would be |
13 | * appreciated but is not required. |
14 | * 2. Altered source versions must be plainly marked as such, and must not be |
15 | * misrepresented as being the original software. |
16 | * 3. This notice may not be removed or altered from any source distribution. |
17 | */ |
18 | |
19 | #ifndef B2_WORLD_CALLBACKS_H |
20 | #define B2_WORLD_CALLBACKS_H |
21 | |
22 | #include <Box2D/Common/b2Settings.h> |
23 | |
24 | struct b2Vec2; |
25 | struct b2Transform; |
26 | class b2Fixture; |
27 | class b2Body; |
28 | class b2Joint; |
29 | class b2Contact; |
30 | struct b2ContactResult; |
31 | struct b2Manifold; |
32 | |
33 | /// Joints and fixtures are destroyed when their associated |
34 | /// body is destroyed. Implement this listener so that you |
35 | /// may nullify references to these joints and shapes. |
36 | class b2DestructionListener |
37 | { |
38 | public: |
39 | virtual ~b2DestructionListener() {} |
40 | |
41 | /// Called when any joint is about to be destroyed due |
42 | /// to the destruction of one of its attached bodies. |
43 | virtual void SayGoodbye(b2Joint* joint) = 0; |
44 | |
45 | /// Called when any fixture is about to be destroyed due |
46 | /// to the destruction of its parent body. |
47 | virtual void SayGoodbye(b2Fixture* fixture) = 0; |
48 | }; |
49 | |
50 | /// Implement this class to provide collision filtering. In other words, you can implement |
51 | /// this class if you want finer control over contact creation. |
52 | class b2ContactFilter |
53 | { |
54 | public: |
55 | virtual ~b2ContactFilter() {} |
56 | |
57 | /// Return true if contact calculations should be performed between these two shapes. |
58 | /// @warning for performance reasons this is only called when the AABBs begin to overlap. |
59 | virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB); |
60 | }; |
61 | |
62 | /// Contact impulses for reporting. Impulses are used instead of forces because |
63 | /// sub-step forces may approach infinity for rigid body collisions. These |
64 | /// match up one-to-one with the contact points in b2Manifold. |
65 | struct b2ContactImpulse |
66 | { |
67 | float32 normalImpulses[b2_maxManifoldPoints]; |
68 | float32 tangentImpulses[b2_maxManifoldPoints]; |
69 | int32 count; |
70 | }; |
71 | |
72 | /// Implement this class to get contact information. You can use these results for |
73 | /// things like sounds and game logic. You can also get contact results by |
74 | /// traversing the contact lists after the time step. However, you might miss |
75 | /// some contacts because continuous physics leads to sub-stepping. |
76 | /// Additionally you may receive multiple callbacks for the same contact in a |
77 | /// single time step. |
78 | /// You should strive to make your callbacks efficient because there may be |
79 | /// many callbacks per time step. |
80 | /// @warning You cannot create/destroy Box2D entities inside these callbacks. |
81 | class b2ContactListener |
82 | { |
83 | public: |
84 | virtual ~b2ContactListener() {} |
85 | |
86 | /// Called when two fixtures begin to touch. |
87 | virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); } |
88 | |
89 | /// Called when two fixtures cease to touch. |
90 | virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); } |
91 | |
92 | /// This is called after a contact is updated. This allows you to inspect a |
93 | /// contact before it goes to the solver. If you are careful, you can modify the |
94 | /// contact manifold (e.g. disable contact). |
95 | /// A copy of the old manifold is provided so that you can detect changes. |
96 | /// Note: this is called only for awake bodies. |
97 | /// Note: this is called even when the number of contact points is zero. |
98 | /// Note: this is not called for sensors. |
99 | /// Note: if you set the number of contact points to zero, you will not |
100 | /// get an EndContact callback. However, you may get a BeginContact callback |
101 | /// the next step. |
102 | virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold) |
103 | { |
104 | B2_NOT_USED(contact); |
105 | B2_NOT_USED(oldManifold); |
106 | } |
107 | |
108 | /// This lets you inspect a contact after the solver is finished. This is useful |
109 | /// for inspecting impulses. |
110 | /// Note: the contact manifold does not include time of impact impulses, which can be |
111 | /// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly |
112 | /// in a separate data structure. |
113 | /// Note: this is only called for contacts that are touching, solid, and awake. |
114 | virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse) |
115 | { |
116 | B2_NOT_USED(contact); |
117 | B2_NOT_USED(impulse); |
118 | } |
119 | }; |
120 | |
121 | /// Callback class for AABB queries. |
122 | /// See b2World::Query |
123 | class b2QueryCallback |
124 | { |
125 | public: |
126 | virtual ~b2QueryCallback() {} |
127 | |
128 | /// Called for each fixture found in the query AABB. |
129 | /// @return false to terminate the query. |
130 | virtual bool ReportFixture(b2Fixture* fixture) = 0; |
131 | }; |
132 | |
133 | /// Callback class for ray casts. |
134 | /// See b2World::RayCast |
135 | class b2RayCastCallback |
136 | { |
137 | public: |
138 | virtual ~b2RayCastCallback() {} |
139 | |
140 | /// Called for each fixture found in the query. You control how the ray cast |
141 | /// proceeds by returning a float: |
142 | /// return -1: ignore this fixture and continue |
143 | /// return 0: terminate the ray cast |
144 | /// return fraction: clip the ray to this point |
145 | /// return 1: don't clip the ray and continue |
146 | /// @param fixture the fixture hit by the ray |
147 | /// @param point the point of initial intersection |
148 | /// @param normal the normal vector at the point of intersection |
149 | /// @return -1 to filter, 0 to terminate, fraction to clip the ray for |
150 | /// closest hit, 1 to continue |
151 | virtual float32 ReportFixture( b2Fixture* fixture, const b2Vec2& point, |
152 | const b2Vec2& normal, float32 fraction) = 0; |
153 | }; |
154 | |
155 | #endif |
156 | |